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>SDL_PumpEvents</H1
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><H2
>Name</H2
>SDL_PumpEvents&nbsp;--&nbsp;Pumps the event loop, gathering events from the input devices.</DIV
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>Synopsis</H2
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><PRE
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>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_PumpEvents</B
></CODE
>(void);</CODE
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><H2
>Description</H2
><P
>Pumps the event loop, gathering events from the input devices.</P
><P
><TT
CLASS="FUNCTION"
>SDL_PumpEvents</TT
> gathers all the pending input information from devices and places it on the event queue. Without calls to <TT
CLASS="FUNCTION"
>SDL_PumpEvents</TT
> no events would ever be placed on the queue. Often calls the need for <TT
CLASS="FUNCTION"
>SDL_PumpEvents</TT
> is hidden from the user since <A
HREF="sdlpollevent.html"
><TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
></A
> and <A
HREF="sdlwaitevent.html"
><TT
CLASS="FUNCTION"
>SDL_WaitEvent</TT
></A
> implicitly call <TT
CLASS="FUNCTION"
>SDL_PumpEvents</TT
>. However, if you are not polling or waiting for events (e.g. you are filtering them), then you must call <TT
CLASS="FUNCTION"
>SDL_PumpEvents</TT
> to force an event queue update.</P
><DIV
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><BLOCKQUOTE
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><P
><B
>Note: </B
>You can only call this function in the thread that set the video mode.</P
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><H2
>See Also</H2
><P
><A
HREF="sdlpollevent.html"
><TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
></A
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